This chapter covers |
|
We’ve already discussed two major ways to lay out high-quality iPhone web apps. As we described in chapter 4, you can create primarily text-based applications that use the new HTML extensions of the WebKit. Alternatively, you can use a third-party library like iUI to create web pages that look a lot like iPhone native apps, as we showed in chapter 5.
But what if you want to create graphical web apps for the iPhone, mirroring items like Clock, Stocks, and Weather? At first this might seem a little daunting, because we’ve already learned that we can’t use either Flash or SVG on the iPhone. Fortunately, Apple has a ready-made answer: Canvas.
Canvas is a scalable vector graphics toolkit implemented as an HTML tag, with limited animation functionality accessible through JavaScript, that was created by Apple. It was originally created to build the Mac OS X dashboard utilities, but Canvas soon afterward made it into the WebKit (and thus into Safari). Apple has continued to support Canvas not just in mobile Safari, but also generally on the iPhone. The aforementioned Clock, Stocks, and Weather utilities were all built using Canvas native to the iPhone, so it will be very simple for you to mimic the same functionality when you’re using Canvas on your web pages—you’ll be using the exact same tools as the widget designers for the iPhone.
Using Canvas on your iPhone is simplicity itself. There’s nothing to download and no libraries to link in; it’s already part of the WebKit, as we learned in chapter 4. You just need to use Canvas-related markup and commands, which will then be correctly interpreted by any Canvas-compliant browser. In this section, we’re going to look at how to enable Canvas and maintain compatibility with other browsers at the same time, and then we’re going put it all together in an example. We’ll kick things off with the all-important <canvas> tag.
The core of Canvas is the <canvas> tag, which defines a panel on your web page that will display Canvas output:
<canvas id="mycanvas" width=320 height=356></canvas>
The id isn’t required, but it’s helpful for referring to the Canvas object. The width and height attributes define the size of the Canvas object, just like similar attributes would for an <img> tag. Note that we’ve chosen a 320x356 canvas, which happens to be the size of the live area of an iPhone display in portrait mode.
The graphics within the Canvas object will be entirely controlled by JavaScript. To get access to them, you’ll need to use JavaScript to define a context for your Canvas object:
var canvas = document.getElementById('mycanvas'),
var context = canvas.getContext('2d'),
Note that though we define our context as being of type 2d, there isn’t any 3d context (or any other type for that matter). Canvas is expected to expand in that direction in the future.
Unfortunately, using Canvas isn’t entirely that simple, and that’s because of the many different browsers that exist on the World Wide Web.
Before we go any further, let’s stop a moment and talk about compatibility. If you’re working on an iPhone web app, you don’t have to worry too much about browsers other than mobile Safari. You’ve probably already built fallbacks into your iPhone web apps so that users of Internet Explorer and other browsers won’t be able to access them, as we discussed in chapter 3.
But Canvas applies to much more than just web apps. You could use Canvas on your iPhone-friendly and iPhone-optimized pages too. If you do use Canvas for more than just web apps, you’ll need to consider what other browsers Canvas runs on.
Although Canvas was originally an internal Apple language, it has since gained wider acceptance. It has been incorporated into the WebKit and into the HTML 5 protocol, and it has been implemented as part of the Gecko browser engine. This means that it runs not only on Safari and mobile Safari, but also on Firefox version 1.5 or higher, on Opera version 9 or higher, and on the various WebKit clients that we’ve already discussed. The holdout, as you’ve no doubt already sussed out, is Internet Explorer, which many of your users will unfortunately be using.
As a result, if your pages might be viewed by IE (or other, older browsers), you should put some compatibility text on your web page, and you must check for the presence of Canvas in your JavaScript.
The compatibility text on your web page is simple. Just put whatever you want IE viewers to see inside the Canvas tag. It’ll be invisible to users with Canvas, and it’ll automatically display to those without:
<canvas id="mycanvas" width=300 height=300>
This page is meant to be displayed on a Canvas-compliant browser. Please
download <a href=http://www.apple.com/safari/download/>Safari</a> from
Apple, or use a modern version of Firefox.
</canvas>
Within your JavaScript code, you can check for the existence of the getContext operation before you start running the rest of your Canvas code:
If (canvas.getContext) {
var context = canvas.getContext('2d'),
}
This will ensure that your JavaScript runs cleanly and warning-free whether your users have access to Canvas or not.
Listing 6.1 puts together the basic Canvas setup and compatibility functionality to show what a web page using Canvas really looks like. This should be used as the basis for any of the advanced Canvas work you’ll be doing in this chapter.
This example just puts together everything you’ve learned so far. On the one hand, you have your JavaScript, now nicely encapsulated in a function. On the other hand, you have your simple Canvas object.
The only thing that’s new is what lies between them, a <body> tag. This does two things: First, it sets an onload attribute, which makes sure that the JavaScript doesn’t try to work with your Canvas object until it actually exists. Second, it sets some margins so that your perfectly sized (320x356) Canvas object appears at the top left of your display.
This example also includes a viewport metatag, which should by now be standard for any iPhone work you’re doing. Besides setting the viewport to a standard iPhone size for easy reading, this tag also prevents users from resizing the page, which has been pretty standard in our web apps.
Now that you’ve got your basic coding structure in place, you can use it as the foundation for all the additional Canvas work you’re going to do in this chapter.
Canvas builds its drawings around paths, which are collections of lines, arcs, and invisible moves between them. You create a new path by describing any number of these lines, and then you finish up the path by deciding how it’s going to look, writing out your whole stack of commands in the process. Nothing gets printed to the screen until you dump out everything with a completion command. This is all done with JavaScript commands that you include as part of a drawOnCanvas-like function, such as the one we included in listing 6.1.
All Canvas drawing is done on a two-dimensional grid with an origin at the top left. This is depicted in figure 6.1.
With these fundamentals of Canvas in hand, you can now begin drawing.
Table 6.1 lists the basic path commands. They’re divided into three broad types: creation commands that get you going, draw commands that either draw or move while you’re working on a path, and completion commands that are used when you’re finishing a path.
Method |
Type |
Variables |
Summary |
---|---|---|---|
beginPath |
Creation method |
Starts a new path |
|
lineTo |
Draw method |
x,y |
Moves the virtual pencil visibly |
moveTo |
Draw method |
x,y |
Moves the virtual pencil invisibly |
closePath |
Draw method |
Completes a path by drawing back to the first point |
|
fill |
Completion method |
Draws a path by filling in the space between visible lines |
|
stroke |
Completion method |
Draws a path by just drawing the visible lines |
Listing 6.2 shows an example of how to use these commands to draw a simple banner. This is just the first step in putting together a Canvas application. Things will get more complex as we learn about additional methods.
You start by repeating the getContext line from the setup example. The context is important because it’s the object that gives you access to all of the drawing methods. For future examples, we’ll always assume that we have defined a context by the name of context. After creating the context, you draw a path that defines an image, as shown in figure 6.2.
Any path must start off with a beginPath line . This clears off the drawing stack and resets your virtual pencil to the origin point of 0,0. As a result, most Canvas methods will follow the beginPath with a moveTo , to get the virtual pencil to where you want to start drawing without actually drawing anything in between.
For this example, you next use a set of four lineTo methods to draw an M-shape. Because these are lines, they’ll display when you complete your path.
The closePath that ends the drawing is entirely optional. It’s really just a shorthand way to draw a line between the final point that you explicitly designated and the point that you began drawing at.
But none of this appears on the screen until you use a completion method . You can use stroke, as in this example, to just draw the line, or alternatively you can use fill, to color everything in. Note that when you use a fill command, you don’t need a closePath command; instead, Canvas will automatically close your shape for you.
Once you’ve learned about lines, you’ve just got one other fundamental drawing tool in Canvas: the curve. Three different curve commands are available to you: the arc (which is available through two different methods), the quadratic curve, and the Bezier curve. These are summarized in table 6.2.
Method |
Type |
Variables |
Summary |
---|---|---|---|
arc |
Draw method |
x, y, radius, startangle, endangle, anticlockwise |
Draws a circle or an arc of a circle |
arcTo |
Draw method |
x1,y1,x2,y2,radius |
Draws an arc from point to point |
quadraticCurveTo |
Draw method |
cpx,cpy,x,y |
Draws a quadratic Bezier curve |
bezierCurveTo |
Draw method |
cpx1,cpy1,cpx2,cpy2,x,y |
Draws a cubic Bezier curve |
Each of these curves requires more explanation, because they work slightly differently and the two types of Bezier curves are somewhat complex.
arc is a standard circle (or arc) command, and it is the easiest curve method to use. But you need to be slightly careful in its use for two reasons.
First, it steps outside the standard paradigm for the drawing methods. Rather than explicitly defining the endpoints of your arc as data points on your grid, you instead define a center point, a radius, and the endpoints as angles. This makes drawing a circle pretty simple and intuitive, but it can cause problems if you’re drawing the arc as part of a stack of paths, in which case you must first move to where your arc will start to avoid leaving behind an unsightly path.
Second, arc defines everything in radians. If you don’t remember your high school geometry, 2π radians is a full circle, the same as 360 degrees. Odds are that you’ll be thinking of things in terms of degrees, in which case you’ll have to multiply everything by π/180 in order to convert.
Of the variables only the last, anticlockwise, requires any additional explanation. It’s set to either true or false and defines the direction in which the circle is drawn from the start angle to the end angle. Why “anticlockwise” instead of “clockwise,” you ask? It’s another standard when using radians.
Once you’ve got these basics, you can draw a circle. The following example draws a 33 radius circle centered at 150,150:
context.beginPath();
context.arc(150,150,33,0,360*Math.PI/180,true);
context.fill();
You can also use the arc command to draw, well, arcs. The follow example draws a center point and then two arcs around it:
context.beginPath();
context.arc(150,150,2,0,360*Math.PI/180,true);
context.fill();
context.beginPath();
context.arc(150,150,20,0,90*Math.PI/180,true);
context.moveTo(185,150);
context.arc(150,150,35,0,90*Math.PI/180,false);
context.stroke();
The results of this are shown in figure 6.3, which better shows off some of the functionality we’ve been talking about.
Both of the arcs in figure 6.3 center around 150,150 with radiuses of 20 and 35 respectively. They both run from 0 degrees to 90 degrees, but the first one goes anticlockwise, resulting in three-quarters of a circle, while the second goes clockwise, resulting in one-quarter of a circle.
Simple calculation tells us that the first arc runs from 170,150 to 150,170 while the second runs from 185,150 to 150,185. If not for the moveTo in between them, a straight line would have been drawn from 150,170 to 185,150 as part of the path that you’re drawing. If you’d like to test this out, just input the code, but leave out the moveTo method.
Note that there is also a second command, arcTo, which can be used to draw arcs from one point to another. It more closely matches the draw-to paradigm that you’ve used before, where you draw simple figures connecting one point to the next one.
The two Bezier curves also match this draw-to paradigm: your virtual pencil is on the canvas and you’re drawing to another point. But Bezier curves don’t necessarily draw very symmetric arcs.
That’s pretty much the definition of a Bezier curve. Each one has at least one control point, which defines how the curve changes—whether it’s steep or shallow, and over which parts of the curve. The quadratic Bezier curve (quadraticCurveTo) has one control point that connects to both endpoints, and the cubic Bezier curve (bezierCurveTo) has two control points, one per endpoint. If you’ve ever worked with Adobe Illustrator, those lines that you drag off of the vertices of figures that you’ve drawn are control points that allow you to make Bezier curves.
Listing 6.3 shows the commands required to draw two Bezier curves.
context.beginPath();
context.moveTo(20,200);
context.quadraticCurveTo(20,20,200,20)
context.moveTo(40,300);
context.bezierCurveTo(180,270,150,240,300,40);
context.stroke();
Figure 6.4 shows what the output of listing 6.3 looks like. To the left, we have it as it appears on the iPhone screen; to the right, we have a version with the control points and the endpoints drawn in for additional clarity.
We’ll offer one final caveat on these Bezier curves: they’re tricky to use. The quadratic curve can be used for some nice rounded corners without too much trouble, but figuring out what the cubic curve will look like is entirely trial and error. If you’ve got a good drawing program that will let you accurately measure the positions of Bezier curves, you might want to use that as your whiteboard; otherwise you’ll need to keep inputting control points and seeing how they look on the screen.
Lines and curves may be good, but how can you use them to draw actual stuff? As it happens, Canvas has a very limited selection of more complex shapes that you can draw, forcing you to often fall back on your ingenuity.
There is only one shape in the standard Canvas library, and that’s the rectangle. Beyond that, you can write your own functions to draw other shapes.
You can draw rectangles in three different ways, two of which are closely related to the stroke and fill commands that we’ve already seen. These possibilities are all described in table 6.3.
Method |
Type |
Variables |
Summary |
---|---|---|---|
clearRect |
Integrated method |
x,y,width,height |
Clears the area |
fillRect |
Integrated method |
x,y,width,height |
Draws a filled rectangle |
strokeRect |
Integrated method |
x,y,width,height |
Draws a rectangle outline |
These integrated methods take care of everything for you. There’s no need to separately begin a path, then later draw it. Instead, everything is done in one easy method.
The following code would draw one square inside of another:
context.fillRect(100,100,150,150);
context.clearRect(125,125,100,100);
context.strokeRect(150,150,50,50);
Note that in each of these method calls, the x,y values define the top left of the rectangle, which is then drawn out from that location. The results are shown in figure 6.5.
We haven’t dwelled on it much so far, but shapes in Canvas are drawn one on top of another, in the order of invocation (or at least they are when you use the default composition method, a topic we’ll return to). Here, you drew a filled square (using the fillstyle attribute of the context, which we’ll also cover in a minute), then cleared the space, and finally drew a stroked square atop it all.
Note that the clearRect command effectively acts as an eraser for a rectangle of space. It’ll be useful when you’re drawing on top of other drawings, as you did here, or when you’re playing with animation down the line.
Unfortunately, the rectangle is the only shape that is directly built into Canvas. You can create a circle pretty simply using the arc command, but from there you’re entirely on your own. If you’re planning to draw a lot of shapes in your Canvas program, you’ll probably want to write your own shape functions. Because Canvas does all of its work through JavaScript, this is easy to do, as shown in listing 6.4.
function rhombus(context,x,y,length,angle,style) {
context.beginPath();
context.moveTo(x,y);
width = length * Math.sin(angle/2);
height = length * Math.cos(angle/2);
context.lineTo(x-width,y-height);
context.lineTo(x,y-2*height);
context.lineTo(x+width,y-height);
context.closePath();
if (style == 'fill') {
context.fill();
} else {
context.stroke();
}
}
Going back to high school geometry once more (and, to be frank, we had to look it up ourselves), a rhombus is a type of equilateral quadrangle, which is to say a four-sided polygon where all the sides are of equal length.
We’ve decided to define our rhombuses by the bottom-most point (x,y), the size of the angle just above that point, in radians (angle), and the length of one of its sides (length). We’ve also included an option to fill or stroke the rhombus (style). Finally, with a bit of trigonometric magic (and, yes, we had to look that up too), we were able to draw a simplistic rhombus (with a very specific orientation) based on those properties.
Here’s how our rhombus function could be put to use:
rhombus(context,100,100,25,45*Math.PI/180,'fill'),
rhombus(context,150,100,25,90*Math.PI/180,'stroke'),
The results are shown in figure 6.6.
You’ll note that the unfilled rhombus is a rotated square, another shape function that you could write for Canvas. The exact shapes you’ll want to use in your graphical iPhone web apps will probably vary, but they should be as easy to program as this one.
We’ve now completed our look at the basic line-drawing functionality in Canvas, so the next question is how to make those lines more attractive.
Plain black lines aren’t going to cut it for an iPhone web app. Fortunately, in Canvas it’s easy to modify your simple lines and fills by applying styles and changing other variables.
Separate styles can be used to modify the colors of fills and strokes. These properties are summarized in table 6.4.
Property |
Type |
Value |
Summary |
---|---|---|---|
fillStyle |
Style variable |
CSS3 Color |
Sets subsequent fills to the color |
strokeStyle |
Style variable |
CSS3 Color |
Sets subsequent strokes to the color |
Note that both fillStyle and strokeStyle affect the following fill (or stroke) commands. This means that the most recently input style will affect the entire path stack when it’s drawn. Earlier ones will be ignored, so if you want to have different shapes with different styles, you’ll need to clear the stack after each one with a fill or stroke command.
The actual color definition can be made via most CSS3 definitions. You can use recognized words, #RGB values, rgb values, or even rgba values. Here are four ways to set your fill style to red:
context.fillStyle = "#ff0000";
context.fillStyle = "red";
context.fillStyle = "rgb(255,0,0)";
context.fillStyle = "rgba(255,0,0,1)";
In the rgba example, the last value is for alpha transparency, set between 0 and 1. If you decrease that value, you’ll make your upcoming fills or strokes partially transparent. You’ll also meet globalAlpha, a global transparency variable, down the line. It’ll allow you to change the alpha transparency value of everything you’re drawing—but the rgba command is more convenient for most usage (at least until you start saving and restoring states).
Besides colors, you can also produce good-looking gradients in Canvas. These are of particular note because gradients are used throughout the iPhone’s user interface. Thus, using gradients will be a notable step toward creating an iPhone-like interface for your graphical web app. Table 6.5 lists the methods required to create gradients; we’ll then apply them to fill (and stroke) styles, just like we did with basic colors.
Method |
Type |
Variables |
Summary |
---|---|---|---|
createLinearGradient |
Style creation method |
x1,y1,x2,y2 |
Creates a linear gradient’s vector |
createRadialGradient |
Style creation method |
x1,y1,r1,x2,y2,r2 |
Creates a radial gradient’s vectors |
addColorStop |
Style creation method |
position,color |
Adds a color to a gradient |
The createLinearGradient and createRadialGradient methods each define how your gradient will be drawn. With createLinearGradient you’re defining a simple vector. The x1,y1 point is the start of your gradient (the 0 point for color stops, which we’ll get to momentarily) and the x2,y2 point is the end of your gradient (the 1 point). The createRadialGradient method creates a slightly more complex two-dimensional array of vectors. The circle defined by x1,y1,r1 defines the start of your gradient (0), and the x2,y2,r2 points defines its end (1). Because of this complex definition of radial gradients, you can do something that you can’t do in most drawing programs: define an asymmetrical gradient.
Once you’ve got your gradient defined, you can then add color stops to it with the gradient’s addColorStop method. Color stops are defined on your gradient between 0 and 1, which are the two endpoints we already met. Like other styles, they use CSS3 colors.
Listing 6.5 shows how a linear gradient is created and then applied to the rhombus function we created earlier; radial gradients are formed similarly.
When you create a new gradient, you assign its value to a variable . This variable comes with the addColorStop method, the first method we’ve met that doesn’t derive from Canvas’s context object. You can use that method to assign as many color steps as you want, though here we’ve got the minimalist case of just two .
This example uses an rgba method to define its colors, to allow for a nice fadeout, but as we’ve noted before, you can use any CSS3 color definition. A gradient from one color to a distinct color would work just the same.
You finally apply the gradient to a fill style , and then draw using that style. All upcoming draw commands will use the same gradient until you change it out for something else. The results are shown in figure 6.7.
Before we finish our look at how to modify lines and fills, we’re going to look at one last thing: line styles. These additional variables can be used to really define how your lines look. You probably won’t use these nearly as much as colors and gradients, but we nonetheless list them in table 6.6 for the sake of completeness.
Property |
Type |
Value |
Summary |
---|---|---|---|
lineCap |
Style variable |
butt,round,square |
Defines what the end of a line looks like |
lineJoin |
Style variable |
bevel,round,miter |
Defines how two lines come together |
miterLimit |
Style variable |
(number) |
Defines the upper limit of when to use a miter join; above that, a bevel join is used instead |
lineWidth |
Style variable |
(number) |
Defines the width of a line’s stroke |
These values are all properties of the Canvas context and can be set accordingly:
context.lineCap = 'round';
Of the four variables, lineCap and lineJoin will be used pretty infrequently and miterLimit even less so. Most of the time, you’ll be happy with the defaults—butt for lineCap, miter for lineJoin, and no miter limit. But lineWidth is of more relevance. This is the value that most drawing programs call the stroke width. It’s initially set to a unit of 1 pixel, and if you need thicker lines, this is the value to change.
There’s still a bit more that you can do to modify your shapes and lines: you can choose not to show some of them.
You can make your shapes and lines partially invisible three ways: by turning on alpha transparency, by changing the composition method, and by creating clipping paths. These possibilities are summarized in table 6.7.
Method or property |
Type |
Value |
Summary |
---|---|---|---|
globalAlpha |
Global variable |
0 to 1 |
Sets transparency |
globalCompositeOperation |
Global variable |
(numerous) |
Sets composite method |
clip |
Completion method |
Creates clipping path |
The global variables are the simplest—but least precise—ways of controlling shapes. Clipping paths use the path functionality that you’ve already learned to define exactly how your shapes are drawn.
As the names globalAlpha and globalCompositeOperation suggest, each of them is a global variable that modifies everything you draw.
globalAlpha sets the transparency level of everything that follows it from fully transparent (0) to fully opaque (1). The default value is 1:
context.globalAlpha = .1;
globalCompositeOperation defines what happens when shapes are drawn one on top of each other. The default value is source-over, which means that newer shapes are drawn on top of older shapes, as we saw when we were drawing rectangles (in figure 6.5), and its opposite is destination-over. But a variety of more interesting operations may be used to exclude, combine, or otherwise change the way overlapping shapes are composited. Table 6.8 describes these possibilities.
Value |
Type |
Summary |
---|---|---|
source-over |
Stacking choice |
New shapes are drawn on top of existing content. |
destination-over |
Stacking choice |
New shapes are drawn behind existing content. |
copy |
New dominant |
Only the new shape is drawn. |
source-in |
New dominant |
Only the new shape is drawn, and only where the two overlap. |
source-out |
New dominant |
Only the new shape is drawn, and only where the two don’t overlap. |
destination-atop |
New dominant |
The new shape is fully drawn, and the old shape is only drawn where they overlap. |
destination-in |
Old dominant |
Only the existing content is drawn, and only where the two overlap. |
destination-out |
Old dominant |
Only the existing content is drawn, and only where the two don’t overlap. |
source-atop |
Old dominant |
The existing content is fully drawn, and the new shape is only drawn where they overlap. |
lighter |
Blending choice |
Where the shapes overlap, the color value is added. |
darker |
Blending choice |
Where the shapes overlap, the color value is subtracted. |
xor |
Blending choice |
Where the shapes overlap, nothing is drawn. |
Just as with globalAlpha, all you need to do is set the property to make the change:
context.globalCompositeOperation = "darker";
Much as with the composition tools that you find in professional painting programs, if you want to use any of the more complex options like the blending choices, you’ll probably need to test things out until you get a result you like.
Clipping paths are much easier to figure out without seeing them first. They work as part of the path-creation tools that we discussed in section 6.2. You start a path with begin-Path, and then you use any number of lines, moves, arcs, or Bezier curves to draw. But when you’re done, instead of using the stroke or fill methods, you use the clip method.
Instead of drawing the path, Canvas uses clip to bound what’s drawn afterward. The following example shows a circle being used as a clipping path, restricting the square that’s drawn under it:
context.beginPath();
context.arc(100,250,50,0,360*Math.PI/180,'true'),
context.clip();
context.fillStyle = 'gray';
context.fillRect(50,230,100,100);
The square is thus drawn only inside the arc. The result is similar to what you can get with the globalCompositeOperation values that make one shape dominant over another, but we find clipping to be a more intuitive method. You don’t have a bunch of weird names to remember, and it’s more obvious that you’re creating a specific shape to clip whatever appears after it. The results of this simple clipping are shown in figure 6.8.
Before we finish our look at Canvas basics, we’re going to cover two last methods you can use to change the basics of a drawing.
By now you’ve probably figured out that Canvas is a pretty fully featured scalable vector graphics program. You don’t just have basic functionality, but also a lot of subtlety. Here we’re going to cover the last two methods that you can use to really change the basics of your drawing: transformations and state stacking.
Transformations are operations that allow you to change the grid that you’re drawing on in various fundamental ways. There are three simple transformation methods, as described in table 6.9.
Method |
Type |
Variable |
Summary |
---|---|---|---|
translate |
Transformation method |
x,y |
Moves the canvas origin to x,y |
rotate |
Transformation method |
angle |
Rotates the canvas by angle |
scale |
Transformation method |
xmult,ymult |
Scales the canvas x in width, y in height |
These methods should all work as advertised. Note that the rotate method uses radians, as usual. You can make transformations, change them, and reverse them, as you see fit. The following line, for example, would move our origin to the center of our 320x356 grid:
Context.translate(160,178)
This is another area where the next question is probably: why? These transformations are solely intended to make your drawing code easier to write. Certain symmetrical shapes might be easier to draw if you center them on the origin, so you might use translate. Similarly, rotate could make it easier to draw a symmetrical array of shapes. Finally, scale could be useful if you want to draw something notably larger or smaller than the rest of your canvas.
In these last three sections we’ve covered quite a few fundamental tools that you can use to create your graphics: fill styles, stroke styles, line styles, global composition variables, global alpha variables, clipping paths, and transformations. Piling all of these Canvas changes together can get confusing; worse, they can really limit the order in which you can do things.
Fortunately, there’s a way that you can save the current state of these global variables and later restore them. It uses two methods, as described in table 6.10.
Method |
Type |
Variable |
Summary |
---|---|---|---|
save |
Style method |
(none) |
Pushes the current state |
restore |
Style method |
(none) |
Pops the last state |
All states are maintained in a stack. As noted, save pushes the current state onto a stack, and restore pops the last one off of it. Clearly, you can maintain a long history of states if it’s useful. Generally, the best usage of these commands is to save the current state just before you make any global change that will be temporary in nature, and then restore when you’re done. They’re easy to use, and you can see an example of these methods in use shortly, in listing 6.6.
Now that we’ve finished with all the basics of Canvas, we can move on to a topic that will help our graphical web apps look even more like the native iPhone apps: using images and text.
As you’ll see, images are well supported in Canvas. There are a variety of ways to pull in pictures to really rev up your Canvas application. Unfortunately, the same can’t be said for text.
The trickiest part of using an image in your graphical web app is importing the image itself. In order to use an image in Canvas, you’ll need to have an Image JavaScript object. The easiest way to get one is to import the image using the Image functionality. You’ll probably want to use a nice PNG-24 image, which is a great choice to use with Canvas because it supports transparency and an 8-bit alpha channel, meaning that you can put these images straight on top of other objects and still have them look good.
Here’s how to import an image from a file:
var myImage = new Image();
myImage.src = '/smiley.jpg';
You don’t want these commands to go inside the onLoad part of your JavaScript; instead, you want to get that image loading as fast as possible so that it doesn’t slow down the drawing of your canvas when you actually use it.
Besides loading an image from a file, you can also use an image that’s already loaded on the page. This same functionality can even be used to import a Canvas object! The simplest way to do this is probably with the document.getElementById JavaScript method, which can be used in place of an image variable. In the case of importing a Canvas object, make sure that the Canvas object you’re importing has been drawn upon first.
Why would you want to duplicate an image already on your page inside your Canvas object? It can help you to control whether all your images are loaded before you get started. Just place the images in <div>s that don’t display.
Once you’ve got an image object, you can access it with two methods, as described in table 6.11. The drawImage method is listed three times, because it can be called in three different ways.
Method |
Type |
Variables |
Summary |
---|---|---|---|
drawImage |
Draw method |
image, x, y |
Draws an image at x,y |
drawImage |
Draw method |
image, x, y, width, height |
Draws an image at x,y scaled to width,height |
drawImage |
Draw method |
image, slicex, slicey, slicewidth, sliceheight, x, y, width, height |
Takes a slice from the original image starting at the image’s slicex,slicey, of size slicewidth,sliceheight, and displays it at the canvas’s x,y, scaled to width,height |
createPattern |
Draw method |
image, repeat |
Creates a pattern variable |
The following example shows the three different ways to draw a 150x150 smiley face:
context.drawImage(myImage,0,0);
context.drawImage(myImage,150,150,50,50);
context.drawImage(myImage,0,75,150,75,125,125,50,25);
The first line draws it at full size. Note that the x,y coordinate is for the top left of the image, so this one is drawn from 0,0 to 150,150.
The second draws it at one-third size from 150,150 to 200,200.
The third drawImage method is the most confusing because it rearranges the order of the arguments. Here we’re taking a slice of the original image, starting at 0,75 that’s 150 wide and 75 tall. In other words, it’s the bottom half of our 150x150 image. Then we’re drawing it on our Canvas at 125,125, scaled down to a size of 50x25, which is again one-third size because our half of the image is 150x75.
Patterns work slightly differently. They’re a new type of fill style (or stroke style) that is made out of an image but that otherwise works the same as colors and gradients. Once again, you must be sure that the image object is fully loaded before calling this method. The following example shows an image being turned into a pattern that’s then used when creating our old friend the rhombus:
var myPattern = context.createPattern(myImage,'repeat'),
context.fillStyle = myPattern;
rhombus(context,100,100,50,Math.PI/3,'fill'),
The createPattern method can take four different repeat values: repeat, repeat-x, repeat-y, or no-repeat, each of which repeats the pattern in a different direction (or not at all).
When you’re using patterns, you probably want them to be small textures (not like our large smiley face). You may want to use them as a backdrop for your entire canvas, which you can do by patterning a rectangle the size of the canvas. You may even want to use this method to pregenerate some images, rather than drawing them on the fly.
We’ve got a screenshot of both these sorts of images in the example that finishes off this section, just a page or two hence.
Now you’ve learned all the basics of creating stuff in your Canvas app, including shapes, colors, and images. Next you probably want to know how to embed text: unfortunately, you can’t, using the Canvas standards. As of this writing, text is not supported, but it looks like it may be soon, because fillText and strokeText variables were recently added to the Canvas standards. Until those features make it to Safari, there are some alternatives.
First, you can choose to draw your letters by hand, essentially creating new vector fonts. It certainly sounds like a pain in the neck, but it’s possible to build up a library of functions for all the letters.
Second, you can play similar tricks by creating images for each letter and then loading those with the drawImage method. You can put these all into one image file and then show only the appropriate letter by using the most complex invocation of drawImage, which allows you to pull a slice from the original file.
Third, you can use overlaying HTML <div>s—just the sort of absolute positioning that we’ve argued against elsewhere in this book (but which is perhaps necessary in this situation).
Discussions on this topic are scattered across the internet, alongside individuals’ solutions for them. At the time of writing, none of the library solutions were comprehensive enough for us to recommend them here, but take a look around if you need text in your Canvas object and you don’t want to write the routines yourself.
With that disappointment behind us, we’re going to finish our look at Canvas by seeing how to put it all together.
Having shown lots of stand-alone Canvas methods, we’ll now show how a variety of shapes can be painted onto a single Canvas object. Figure 6.9 includes a pair of screenshots that show off most of the Canvas functionality that we’ve discussed.
Here we want to once more note that order matters. In this example, the gray background rectangle was drawn first, then everything else on top of it. The smile was drawn after the gradient rhombus that’s below it (and here we can see the advantages of using PNG-24, because the blending looks good thanks to that extra alpha channel). The rhombus at the top of the page was similarly drawn as two parts: first a rhombus filled with a pattern, and then a stroked rhombus to give it a clear delineation. Finally, the circular clipping path was the penultimate command, because it clipped everything after it—here, just a rectangle that ends up looking like a bowl thanks to the clipping. fillStyle was also changed a number of times within the example, each time before the next object was drawn.
With that example, we’re pretty much done explaining Canvas’s basic methods. What we’ve discussed so far is the core of how Canvas is intended to work, and these are probably the methods you’ll use most in making graphical iPhone web apps. But Canvas also does have some limited animation abilities that we’ll examine to finish up this chapter.
We’re going to start with a caveat: Canvas isn’t really intended for animation. You can do it (depending on the good graces of your user’s CPU), but unlike with Flash, animation is not a core purpose of the programming language. This means that whenever you do animation with Canvas, it’s going to be a lot awkward and a little kludgy—and thus, it’s generally something that you should use as spice in your graphical web app, and not as the main course.
You’ll have to overcome two main obstacles when animating using Canvas. First, you have to deal with the fact that Canvas doesn’t have any animation methods. Worse, once things are drawn on the canvas, they stay on the canvas. That means that whenever you animate, you have to clear your canvas (using clearRect), draw your background, and draw your figure, and then clear your canvas, draw your background, and draw your somewhat changed or moved figure, and so on. You repeat this exercise throughout the animation.
Second, you should note that whenever you’re writing to the canvas with a function, nothing gets written to the canvas until the function is completed. Thus, you can’t use anything obvious like a for loop to do an animation. Instead, you have to draw, end your function, then later call it again with setInterval, setTimeout, or an event handler.
Listing 6.6 shows how to do a simple animation using our old friend the rhombus function.
As suggested, this programs kicks off your animation with a setInterval statement . Every 500 milliseconds, you call the animateRhombus function. That routine starts off by clearing your canvas , and then it fills in your background as required. Note that you make use of the save function , along with restore , so that you don’t have to keep track of which styles you’ve set at which time.
Your actual animation is done with a call to the rhombus routine . You use the system clock to control the animation. This recognizes ten different frames and loads a new one each second. Each frame uses a different value for the rhombus angle, with the result being an animated rhombus that starts off as a square (angle = π radians) and then collapses down toward a line (angle = .5π radians).
Clearly, other animations are possible using shapes, lines, or even images. It’s easy to imagine an animated version of figure 6.9 where the heat lines above the bowl fluctuate, thanks to changing Bezier curves, or where the smiley face changes by pulling up different image files. Global variables or other means could be used to control the animation if a clock doesn’t do the job.
For our purposes, however, the time has come to close the book on Canvas, and to move on to the last aspect of iPhone web development: tools.
Lessons for SDK developers
When you start using the SDK, you’re going to have access to a few different drawing libraries. One of them, Quartz, will look a lot like Canvas. Quartz is similarly built around paths, and you’ll similarly have to decide whether to stroke or fill paths when you’re done with them. You’ll also see a lot of other terminology in common, because Apple created both libraries.
There are differences, in part because Quartz is built around Objective-C’s unique methods of object-orientation. There are also just enough practical differences to sometimes get you into trouble, such as the fact that the Quartz coordinate system starts at the bottom left, not the top left (though this is partially corrected for on the iPhone).
But there’s enough in common that if you learn Canvas, you’ll have a big leg-up on Quartz, and vice versa.
In the previous two chapters, our advice on preparing web apps for the iPhone had a distinctly textual focus. Fortunately, Apple provides a tool that you can use to add great-looking graphics to your iPhone web apps: Canvas. Though its animation functionality is somewhat limited, it does a great job of creating vector-based graphics.
One of the best things about learning Canvas is that its penetration of the browser market is only going to grow. You can already view your iPhone Canvas code on Safari, Opera, and Firefox. As the HTML 5 standard moves toward completion, even Internet Explorer will doubtless catch up with the rest of the field. Something as simple as a scale command, Canvas’s version of the viewport in a way, could allow you to quickly port your iPhone graphics to those other browsers.
For now, however, Canvas is the last major tool in your iPhone web app toolkit. With graphics, text, and a handful of iPhone UI fundamentals in your back pocket, you should now be able to create whatever great-looking iPhone web apps you imagine.
That doesn’t mean that we’re entirely done looking at web apps, however. We’ve finished talking about the great libraries available to you, but there are also some interesting programs available for creating iPhone web pages. The first one we’re going to cover is Dashcode, which can offer an interesting (if orthogonal) way to create web apps.
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